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Unity editor creates a lot of default objects. Why?
Hi, i am optimazing my own custom editor window where i draw a few gui.window to make some ScriptableObjects being configurable like in Unreal Engine blueprints. I have some class for holding SO, some class for window rects etc., some class for connections between windows. My problem now is optimalization because when i have like 40-50 gui.windows on screen it's quite laggy. I am doing things to improve that but i found some strange thing. Unity for some reason (serialization i belive) is creating a lot of objects from my classes by default constructor. Can someone tell me why is this happening and how to control it? It is happening when i change something in code and save it and Unity refreshes it or when i push play and pauze or stop play.
This is when my editor window is empty and it is only drawing one GUI.Window with UI for it:
This one is when i have one of my biggest windows group opened (around 40-50 GUI.WIndows)
Those empty constructors has only Debug.Log in it.
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